Danielgdp3
Danielgdp3
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- Danielgdp3
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@SlavaRusiji said:
https://forum.deadbydaylight.com/en/discussion/329472/bingo-card-for-the-upcoming-perk-changes
Thinkerer no undetectable yeaaa i dont agreee one bit . What about dead hard workin 30 sec after unhook that seems more possible to happen as a nerf then your buff version of ENDURANCE.Drink some water survivor main.
All good you dont have to agree.
I think you need to understand the endurance isn't me saying that the perk still has the dash and infinite frames it's more that it may be reworked to involve an endurance effect. But yeah you are more than welcome to disagree.
Edit. Also actually my first thought for Dead Hard weeks ago was that it had a 20 - 30 second timer once you became injured.
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@BlightedDolphin said:
Tinkerer is probably going to get a cooldown or only activate once per gen rather than have the undetectable part removed.
Surge already affects gens being worked on doesn't it?
I was tossing up between the two but i thought thry might remove undetectable and just increase movement speed so that m1 killers could still run it more effectively.
Sure affects gens in 32 metre radius, my thought is itd go map wide instead
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@anarchy753 said:
The fact that both BBQ and WGLF were on the list makes me think that both BP bonuses will be baked into the base game. BBQ alone is a fine perk, and will get some use but not be meta without the BP bonus, and that'll be healthy for the game and open up the use of many other detection perks. I can't see them just essentially halving killer BP gains with no compensation.
Since the center is usually "free space," I would say "BHVR completely misses the point of why a perk is popular/unpopular and nerfs/buffs it in a way which has literally no impact on how often it's used."
I would also say that I think BT and Corrupt will both be made base kit with much shorter durations, and the perks will be changed to extend that effect rather than add it.
Yeah thats what i thought too thats why i had them both the same.
Thats true i didnt think they would do alot of basekit stuff but they both could easily be base kit.
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@Sluzzy said:
Three times out of the few matches played today I have actually lost due to one perk.
A reminder that NOED is a perk that rewards failure. The survivors did well completing the objective against impossible and unbearable odds only for someone to lose because the game gives the killer a petty kill.
I wouldn't mind this perk if two conditions were true;
1) The survivor objective was much easier to complete.
2) Survivor had a similar perk.
It's not a good feeling to lose when the opponent played poorly but got rewarded for it. When the state of the game incredibly favors the killer, NOED needs a change now.
Wish there was an option to block seeing specific users posts..... can't stand it
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@Brokenbones said:
I think gen rush does exist as a concept but it's not the same as efficient survivor play
To me gen rush is when a 4 man all bring good toolboxes with BNP and have loadouts specifically designed around generator repair speed. The usual stuff like prove thyself, resillience, streetwise, built to last - stuff that makes generators go as fast as possible.
Thankfully this doesn't happen too often these days, a lot of matches can feel like a 'gen rush' but there's usually a little bit more to it than that. Plus, in the current meta most people run corrupt
Yeah this is the only time i would say i was gen rushed. 100% agrees.
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2v8 should never exist, but they could try some forms of game modes.
- No perks game mode or if they want to test certain perks becoming basekit (like corrupt or kindred) they could do a game mode for that.
- A hide and seek game mode, scrap working on gens, add a 15 minute match timer and just let them chase/play
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I love it cause it makes me feel like a cowboy baby
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God this hurts me mentally to read.
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@Deadeye said:
did you spend bloodpoints since you got the 100k login bonus? these bonus BP are on top, to avoid you being at 1 million already and then missing/wasting the login bonus without a chance of spending them before. like a second account for bonus BP that is added on top. and the bonus BP account is not capped, if you dont spend any BP anymore and collecting bonus BP for a year you could go to 3 million
Nah i haven't but i have been playing and i've been gaining those bloodpoints. It used to be even if i went over 1,000,000 with a code if i kept playing i wouldn't get that bp but now i do
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@EQWashu said:
The earned bloodpoint pool does max out at 1,000,000 BP, correct. There is also a separate pool for awarded bloodpoints (i.e. rank reset bloodpoints, bloodpoint codes, etc). In theory, if you have 600,000 earned bloodpoints, and 600,000 awarded bloodpoints, you will have 1,200,000 bloodpoints, and will still be able to earn 400,000 blood points from playing in matches, before hitting that one million earned BP cap!
Oh okay so since i dont know my earnt bloodpoints it will just stop at some point once ive hit the 1,000,00 without knowing?
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2846744#Comment_2846744
In short, give us more data.
Exactly. We just need more in depth data analysis on everything
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@Chappy04 said:
Delete it
Boons should just work like merciless storm where each survivor can only bless each totem once
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While your at it show escape rates of survivors with full meta builds compared yo non meta builds. Also chuck in swf escape states when using strong builds compared to not
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@psionic said:
I think BHVR realized it's impossible to create a real skill based matchmaking in dbd. This game is heavily unpredictable. Its unpredictable nature does impact much more the outcome of a match than players own skill. There are infinite variables that can impact players performance (perks, maps, etc), it's impossible to take these calculations into consideration. In my opinion, kill/escape is the most honest standand to queue up players right now.
The problem in my opinion is that the current SBMM should be used to find flaws in the game design and the SBMM indeed do highlight these flaws, we all know them, the forum is full of feedback, but it seems nothing is being done...
Its not impossible for them to do, it would just require an incredible amount of time and also it would be very tedious.
I still think the best choice is too have it work around score and escapes/kills are bonuses to your score. I mean the systems already there shouldn't be too difficult to configure it that way..
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Translation you are terrible at facing a mediocre killer so you want them to become completely useless.
Bubba requires you not to loop like you normally would you need to constantly have safe space between Bubba and yourself which if you can't do thats something YOU need to learn... asking for a nerf is just unwarranted and unjust
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No it doesn't actually blind them that would be insane for 30 seconds
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What are you trying to unlock?
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2773169#Comment_2773169
Really good demos are scary to play against like Scott jund. But it’s your opinion spirit gives me the most trouble when I play against her lmao
Yeah i was only basing on killers i face not how good people can be with them. I haven't really faced a very skilled demo player before
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@AgtClappers said:
https://forum.deadbydaylight.com/en/discussion/comment/2773320#Comment_2773320
Great ! Thank's for your advice, I'll try it ;)
https://forum.deadbydaylight.com/en/discussion/comment/2773314#Comment_2773314
Can you explain why it suits more for these killers ?
Nurse, Blight and Spirit all have high mobility so they can get to the gens being worked on quickly.
Artist can shoot crows at gens to force people off from a great distance.
Doctors Static Blast ability can shock people off gens, if running Distressing too it covers a large size of the map.
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@AgtClappers said:
I never used Dead Man's Switch because it seemed a bit bad but now, without the obssession mechanic, it looks better. What do you think about it, it worth it ?
I usually like to play with BBQ, Pain Resonance and Ruin, the last perk depends about the killer and what I already have in my web. Do you think it can suits well for my 4th perk ?
Dead Mans would definitely fit the build well, you could even remove ruin for another perk of your choice.
My builds will be generally now:
BBQ
Pain Resonance
Dead Mans Switch
Agitation/Corrupt/Deadlock/STBFL/No Way Out
Pretty much first three will always be used and the fourth is up to which killer i use/ how i feel like playing
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Dead Mans Switch is now a A tier perk, Any killer can run it but it really shines on certain killers:
Doctor
Nurse
Blight
Spirit
Artist
It's no where in the realm of overpowered but it sits beautifully in the balanced and fair category.
Boil Over on the otherhand was probably too buffed, if the reduced the wiggle bonus from 25 to 10 or 15 it would still be good but far less abusable.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2773152#Comment_2773152
How is Wraith, an M1 Killer, as hard to loop as Demogorgon
I find demogorgon easy to loop, shred are predictable for the most part. Wraith is easy to loop once i know his on me but he will generally get a hit early on. Both to me are easy to loop
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@TheArbiter said:
What makes you put trapper so hard to loop? 9/10 times just avoiding grass is enough for me.
Its not hard, none of these are hard, the category goes either way factors in not knowing where he has placed traps, maps, the players ability etc
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@ThatOneDemoPlayer said:
Wraith is an M1 Killer, how is he harder to loop than Demogorgon?
His the same level of demo not harder
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@[Deleted User] said:
I'd put Bubba in "super omega easy" and move Pinhead to "breeze" or "solid".
Nurse and Blight are always tricky for people because they're very niche as far as how to run good ones. Not a lot of practice to be had unless you seek it out
Yeah main reason i had Bubba lower is because i do stupid plays against him otherwise he'd be a breeze. With Pinhead i dunno i just find him super easy to loop while carrying the box.
Yeah the average Nurse and Blight is easy enough but its so hard to consistently find really good ones
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@Epicedium said:
I came to play this game because this is a good horror game.
Then recently it's more like a party game. I lose the passion on this game so much after.
The map is too big is not the main problem. The main issue is the gen rush of SWF to killer.
Those SWF are just like leeches on the gen. If you start chase one. Others will start stick on the gen until you came back.
And it just takes about 20 sec to open a gen. It's nearly impossible to even 2k to a pro DC team.
What?
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Are you all the same person?
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@eloise said:
Please when you hit the survivor and if he scream why he not on the floor, so fix dead hard just for boost and not for the attack
Pretty sure they are working on fixing this, but it is a tough thing to get perfect for both sides due to latency
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@[Deleted User] said:
I would imagine the devs are hesitant to release more stats because of how much of a hot button issue they inevitably become. People don't know how to interpret them.
Look at what happened when the devs recently mentioned that there was an escape rate disparity between solo and SWF. People immediately took that to mean SWF was OP or otherwise twisted it to fit their narrative. The devs never stated A: what the escape rates were or B: whether said escape rates even rose to a problematic level when they controlled for quality MMR matches. The community can't be trusted with information because, sorry to say, the reading comprehension isn't good enough.
Yeah i meant more like see my own individual stats not the huge collective, so i could actually see my average kills on each killer, the amount of gens i do a game etc
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@dugman said:
One of the devs talked about this in a dev stream a while back. They said something to the effect of one issue they have is, if they added stat tracking at this point, people might be confused because the stats wouldn't be historical, they'd only be showing games from that patch date onward, and players would wonder why their stats appear to be wrong.
Mind you, I don't quite follow what the problem is there, they could just have something on the stat screen that says "Games from YY/MM/DD onward" or whatever. Seems like it's better to have the stats available for players that understand they only go back to that date and have a few people get confused temporarily because they misread it versus not having stats at all.
Yeah that i dont understand surely the majority of the player base would love to have there stats show from say the mid chapter patch onwards.
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@BrokenSouI said:
Am....I the only one who's going to tell them there ARE websites for DBD that track your stats ?
You arent the only one, and as i have also said twice i play on playstation.
Also a website that kind of tracks stats isnt the same as the actual game having the stats there for me to see.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2750797#Comment_2750797
In my experience the only games that do track that kind of thing are competitive shooters and roguelikes, most others don't really.
I would like to see personal stats, though. It'd be nice.
Yeah i mean i play RL and Friday and they both track, and also almost all single player games do aswell i just honestly cant think of a game that doesnt show stats for something
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/305199/why-is-there-no-stats
The devs didn't design the game with competitive stat tracking in mind I would guess.
I guess thats true that when it started they wouldn't have pictured it but with how big the games gotten i would have viewed it as a good QOL change.
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@gendoss said:
Idk if this is allowed on the forums but there is a website for Steam users.
Sadly im a ps5 gamer
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@jesterkind said:
There are a lot of games that don't offer that kind of stat tracking, to be fair.
But no, this game doesn't have an official one. There are unofficial websites, to my knowledge, so maybe those would be what you're looking for.
I feel this is the only game i play or can think of that doesnt have it, yeah i dont think they track playstation stats and even then it still isnt in the game which i find odd.
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Yeah the rework for him was pretty rough.
i dont mind the overheat aspect they added but it does suck overall that now you never get to face a billy as he is one of the most fun to verse and to also even play as. Some of my most memorable matches are against the billy
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I feel like i must be the only survivor ever to have never used Dead Hard or Circle Of Healing.
Only meta perk i use is Borrowed Time and that isnt even all the time.
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I only play sexy steve and will never not play sexy steve.
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@TheArbiter said:
https://forum.deadbydaylight.com/en/discussion/comment/2738420#Comment_2738420
Not sure if you have gone against this build personally but do you find it more oppressive than ruin, undying, tinkerer? I have gone against this and found it way more obnoxious
Havent gone against it personally but yes it seems somewhat oppressive especially solo queue.
It does seem dependent on killer/map to get best use, plaything is pretty average on outdoor maps especially with comms so could play through that. And after ruin gets cleansed and Pentimento gets used theres no way another totem would get cleansed.
So depending on how good the survivors are at lasting in the first few minutes will more than likely decide the outcome of the game. But yeah this build most likely destroys the average solo q lobby.
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@TheArbiter said:
https://forum.deadbydaylight.com/en/discussion/comment/2738407#Comment_2738407
A win is a 4k or a 3k with a hatch
The build is good especially at slowing the game down in general.
You take away Gen Progression, Repair and Healing Speeds and also make survivors Oblivious so overall this build does a little bit of every form of slowdown.
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I'm going to keep an open mind and trust you about the 78 win streak, but just for context to you is a win 3 or 4 kills?
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I just think they should make bloodpoints double permanently, it shouldnt take me almost 2 survivor matches to do a single bloodweb
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@Flimflam said:
https://forum.deadbydaylight.com/en/discussion/comment/2738184#Comment_2738184
"That isnt even a strong build"
"Its a strong build"
Pick one bud. Also you are massively understating the value of corrupt. Locking off half of the gens that the majority of the survivor team is going to spawn next to for 2mins in a game where matches routinely last 5-15mins is incredible.
Yeah im torn, its strong but at the same time can easily not be depending on how the survivors behave in the first few minutes.
I think you are over estimating it, corrupt is good sure, but if the survivors are smart its not that good, sure you block 3/7 gens but smart survivors will wait it out and search for totems which will likely lead to ruin being cleansed. And clearly from this screenshot it doesnt look like the survivors played smart at all to score so lowly.
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@Marc_123 said:
So be fair - sometimes you have bad luck in a game.
A killer finds you immediately at start, hooks you, downs the one that is trying to save you, defends the two hooks - boom - game over.
Happens sometimes.
Most people dont take to kindly to this type of thinking, but i agree.
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@Flimflam said:
https://forum.deadbydaylight.com/en/discussion/comment/2738113#Comment_2738113
lmao what are you on? This is literally the meta build for blight. Some run undying instead of pop. I'm not gonna say this build is unbeatable but if a blight who knows how to play takes this build in and wants to play ruthlessly they are going to dumpster 99% of the games they play in Pubs. Does that make it OP? not necessarily, but soloQ doesn't really have the tools to deal with something that a good SWF squad could struggle with.
Im on earth.
Yeah its tough, but the screenshot literally proves nothing besides that the survivors probably played bad and or even gave up after first hook.
Its a strong build but once again after 2 minutes they probably would only have 2 perks left which is manageable even with them being tinkerer and pop.
Also to add to it its not like the survivors weren't running some strong perks themselves, its not like after 2 minutes they lost a perk.
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All this screenshot is show that the survivors must have played poorly and almost given up early on.
That isnt even a strong build, after 2 minutes corrupt and most likely ruin would be gone leaving him with 2 perks.
This screenshot really helps prove nothing whatsover that four slowdown perks are op.
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I just want the ability to phase through killers to be removed, everything else can stay the same for me.
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@slunder said:
The title says it all.
The game itself is not either sided.
Individual matches can be sided depending on each persons loadout however.
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Dont think theres any horror multiplayer game ever that over time keeps you being afraid of the killer its just not possible.
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NOED isn't broken, it's a killer perk that gives them a second chance to get a kill.
Just like decisive strike gives you a second chance, or adrenaline can give you a second chance.